Author Topic: Essence  (Read 37810 times)

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Offline Darl181

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Re: Essence
« Reply #30 on: September 21, 2011, 11:53:56 am »
So last night I was making some progress on this, and it occurred to me an 8-tile-tall map of 4*4 tiles is only half the screen :P
Unless I had a background/sky or something it would look kind of weird.
What I might be able to do would be a randomly-generated skyline for the background.  And I know how to do it, one of the first things I tried to do in axe was a Phoenix clone (before I even knew pheonix existed--I thought I had an original idea :P) tho it never got off the ground I remember the theory behind the cosmetic stuff...
And maybe a sun/moon setting/rising behind the buildings ;D

...so that or a 12-tile-tall map; three bytes for two columns.  The background should still be doable in that, tho some of the platforms might wander higher than the buildings and look weird
« Last Edit: September 21, 2011, 11:55:52 am by Darl181 »
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Offline Darl181

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Re: Essence
« Reply #31 on: September 21, 2011, 06:41:23 pm »
Here's what I have for the skyline so far.  the "moon" isn't redrawn if it goes off-screen, but even with that the levels can be ~4.5 screenlengths long, taking up 162 bytes when compressed :D
Note that in the game it won't be scrolling this fast, about half the speed.

Spoiler For unoptimized code:
:.SKYLINE
:[071F3F7F7FFFFFFF]→Pic1
:ClrDraw
:ClrDraw{^r}
:For(A,0,95)
:Pxl-Change(A,rand^30){^r}
:End
:Pt-On(40,10,Pic1){^r}
:Pt-On(40,18,Shade_t(Pic1)){^r}
:Pt-On(48,10,ShadeNorm(Pic1)){^r}
:Pt-On(48,18,ShadeF(Shade_[chi]{^2}(Pic1))){^r}
:DrawInv {^r}
:ref(0,40,96,34)
:0→X
:While X<96
:rand^15+10→A
:A/4→B→C
:If B
:While B
:ref(X,40-A,1,A)
:B--
:X++
:End
:End
:End
:0→B→C→θ
:Repeat getKey(15)
:If getKey(3)
:θ++
:If θ>>5
:Horizontal -{^r}
:ref(95,0,1,64){^r}
:Pxl-Change(95,rand^30){^r}
:0→θ
:End
:0→B
:!If C
:rand^15+10→A
:A/4→C
:Else
:C--
:End
:Horizontal -
:ref(95,40-A,1,A)
:ref(95,35,1,29)
:End
:If getKey(2)
:θ--
:If θ<<0
:Horizontal +{^r}
:ref(0,0,1,64){^r}
:Pxl-Change(0,rand^30){^r}
:5→θ
:End
:0→C
:!If B
:rand^15+10→A
:A/4→B
:Else
:B--
:End
:Horizontal +
:ref(0,40-A,1,A)
:ref(0,35,1,29)
:End
:DispGraph{^r}
:.DispGraph{^r}
:End
http://piratepad.net/Essence
« Last Edit: September 21, 2011, 06:41:55 pm by Darl181 »
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Offline leafy

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Re: Essence
« Reply #32 on: September 21, 2011, 06:48:38 pm »
Holy crap! That's amazing!
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Offline ztrumpet

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Re: Essence
« Reply #33 on: September 21, 2011, 06:59:52 pm »
That looks really amazing.  Excellent job, Darl! :D

Offline boot2490

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Re: Essence
« Reply #34 on: September 22, 2011, 08:23:26 pm »
How the hell did you make the skyline thing??? So Easily???
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An useful tool!

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Offline Darl181

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Re: Essence
« Reply #35 on: September 22, 2011, 08:27:42 pm »
Would it be overkill if I did "windows" (random pixels turned off in the buildings)?

Anyway, I'm starting up on the editor, with 8-tile-tall maps.  Much simpler than *12. :P


Edit: wow, the timing :P
Think of it in separate layers.  The buildings are one layer, the sky is another.  They're completely separate, except that for every 8 pixels the buildings moves the sky moves 1 pixel.  Everything else is either drawing it at the beginning or drawing it as it comes in :)
« Last Edit: September 22, 2011, 08:30:13 pm by Darl181 »
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Offline LincolnB

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Re: Essence
« Reply #36 on: September 22, 2011, 09:15:17 pm »
That skyline looks freaking l33t
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Offline Darl181

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Re: Essence
« Reply #37 on: September 22, 2011, 11:18:15 pm »
Thanks, all :D

This is the skyline with lit windows that I mentioned before and on IRC.
Idk, it might detract from the experience of the actual game and/or be a distraction but for now, whee.
Also the way the three-level grays work doesn't coincide with the scrolling well, tho admittedly the actual game would scroll at like a third of the pace and only if the player is running full pelt to one side..

It took a while, but I was able to limit where it puts tthe windows: not on the outermost column of a tower or the top row (and ofc on the tower :P)
« Last Edit: September 22, 2011, 11:21:08 pm by Darl181 »
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Offline LincolnB

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Re: Essence
« Reply #38 on: September 23, 2011, 10:32:59 am »
hmm...personally, I like it better without windows.
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Offline JustCause

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Re: Essence
« Reply #39 on: September 23, 2011, 10:34:35 am »
Classy as hell. Nice work, Darl!
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Offline NanoWar

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Re: Essence
« Reply #40 on: September 23, 2011, 10:38:34 am »
hmm...personally, I like it better without windows.
A lot is better without Windows :D

Offline Yeong

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Re: Essence
« Reply #41 on: September 23, 2011, 11:58:21 am »
but it's still awesome XD
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Offline leafy

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Re: Essence
« Reply #42 on: September 23, 2011, 12:23:54 pm »
I think the problem with the windows is they need to have less width than they have height, and there should be some discernable grid within buildings.
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Offline Darl181

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Re: Essence
« Reply #43 on: September 23, 2011, 02:31:45 pm »
Ended up taking out the windows, it's kind of more trouble than it's worth and I'd rather spend hours/days debugging the tilemapper rather than the windows in the background :P

Speaking of which, I'm having fun with that.  The way I'm storing it is column by column, instead of the normal row by row.
For the collision detection equations, I'm exchanging X coordinates for Y coordinates (and vice-versa) as well as subbing height for width, a la
Code: [Select]
X/8→B/4*8→A
B+3/4*8→A
Y/8→E/4+GDB#→D
E+3/4+GDB#→E
A+D→I
A+E→J
B+D→N
B+E→O
so IJNO are the corners of the char sprite:
I  J
N  O

Also because the map is only 8 tiles tall and only takes the bottom half of the screen I'm putting in an offset (32^2, 1024) to see if that takes care of that.

..I'm not sure if I'm doing it right, but I'll prolly find out soon :P
If I get it right, I'll be able to do one column = one byte = 1/8 original size compression :D
« Last Edit: September 30, 2011, 02:51:11 pm by Darl181 »
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Offline Builderboy

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Re: Essence
« Reply #44 on: September 23, 2011, 02:44:24 pm »
Looking very sexy!  Can't wait for tilemaps to be implemented into that amazing backdrop ^^